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[Suggestion] A few requests, Can we has... |
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Sep 15 2012, 01:59
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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[sarcasm]You're the only one not laughing at my jokes. You're losing out, I specifically handcrafted them to be funny.[/sarcasm]
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Sep 15 2012, 03:43
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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QUOTE(ChosenUno @ Sep 14 2012, 08:25)  or make it a new stat, called Tame, that is upgradeable.
Ugh, more worthless attributes to waste tokens on? No thanks. I got a better super fabulous idea. When you meet your own monsters in combat, they shouldn't attack you at all, they should just stand there, smile, and call you master. Oh and when you kill them they drop flowers. Pretty flowers. /endofsuperfabuloussuggestion
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Sep 15 2012, 04:11
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Time to make everyone hate me.
Make material costs based on stat usefulness.
Why should accuracy or specific mits cost the same as damage or mitigation itself? Weight the costs based on how they are useful to the player.
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Sep 15 2012, 04:23
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(skillchip @ Sep 15 2012, 02:11)  Time to make everyone hate me.
Make material costs based on stat usefulness.
Why should accuracy or specific mits cost the same as damage or mitigation itself? Weight the costs based on how they are useful to the player.
not all things are as useful to all players.
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Sep 15 2012, 07:31
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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QUOTE(Sushilicious @ Sep 15 2012, 05:43)  Ugh, more worthless attributes to waste tokens on? No thanks.
I got a better super fabulous idea. When you meet your own monsters in combat, they shouldn't attack you at all, they should just stand there, smile, and call you master. Oh and when you kill them they drop flowers. Pretty flowers.
/endofsuperfabuloussuggestion Nah, too sweet for *many-high-level-monsters* owners. Bitches need to suffer as much as everybody else. (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Sep 15 2012, 10:34
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Crysfest: Let us reach max Crystal modifier earlier the higher the difficulty setting increases. Also higher Settings means higher Token and Artifact drop rates.
it pretty much sucks to have to do Crysfest on normal just because it is the best to generate Crystals, Artifacts and Tokens.
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Sep 15 2012, 10:54
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MSimm1
Group: Members
Posts: 45,506
Joined: 26-December 09

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QUOTE(Sushilicious @ Sep 14 2012, 20:43)  Ugh, more worthless attributes to waste tokens on? No thanks.
I got a better super fabulous idea. When you meet your own monsters in combat, they shouldn't attack you at all, they should just stand there, smile, and call you master. Oh and when you kill them they drop flowers. Pretty flowers.
/endofsuperfabuloussuggestion
Flowers would be nice, maybe even a stick of bubble gum (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Sep 15 2012, 17:55
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(4EverLost @ Sep 15 2012, 02:23)  not all things are as useful to all players.
Cause that would requiring nerfing the good stuff, you know how this works
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Sep 15 2012, 18:10
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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That too, but I think he meant how Binding of Slaughter is terrible when it comes to staves, great when it comes to estocs and probably better spent somewhere else when it comes to rapiers of balance.
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Sep 15 2012, 18:25
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RajaNagaSoz
Group: Members
Posts: 332
Joined: 7-December 08

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QUOTE(ChosenUno @ Sep 14 2012, 09:25)  Suggestion:
When you meet monsters that you own, their defenses should be lower than when they meet other players. 80% should be okay?
Either make this natural for everyone, or make it part of affection, or make it a new stat, called Tame, that is upgradeable.
Suggestion: When you meet monsters you own, their attack and defense should be boosted than when they meet other players, +10-20%, and they shout a challenge to you. However, if they 'kill you' it doesn't stop your fight, they are removed from the monster list, and you get a debuff for (100+your current level) turns called "owned" that reduces all of your stats by some arbitrary amount, and their chance to bring back an item is reset. (If they were the last monster you advance to the next round with the debuff automatically applied)
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Sep 15 2012, 19:44
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(RajaNagaSoz @ Sep 15 2012, 18:25)  Suggestion:
When you meet monsters you own, their attack and defense should be boosted than when they meet other players, +10-20%, and they shout a challenge to you.
However, if they 'kill you' it doesn't stop your fight, they are removed from the monster list, and you get a debuff for (100+your current level) turns called "owned" that reduces all of your stats by some arbitrary amount, and their chance to bring back an item is reset. (If they were the last monster you advance to the next round with the debuff automatically applied)
One of the most awful suggestions I ever heard. Even more awful then some joke suggestion or mine (IMG:[ invalid] style_emoticons/default/dry.gif)
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Sep 15 2012, 20:14
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MSimm1
Group: Members
Posts: 45,506
Joined: 26-December 09

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QUOTE(RajaNagaSoz @ Sep 15 2012, 11:25)  Suggestion:
When you meet monsters you own, their attack and defense should be boosted than when they meet other players, +10-20%, and they shout a challenge to you.
However, if they 'kill you' it doesn't stop your fight, they are removed from the monster list, and you get a debuff for (100+your current level) turns called "owned" that reduces all of your stats by some arbitrary amount, and their chance to bring back an item is reset. (If they were the last monster you advance to the next round with the debuff automatically applied)
Wouldn't it better, if you got twice the experience points and credits you would earn if you had fought your monster in a one on one battle at any difficulty level? The double bonuses would only apply to your own monster, not the rest of the mob Sort of an additional bonus for the crystals and tokens invested in upgrading their power level (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Sep 16 2012, 01:56
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Blacksheep_Eldric
Group: Members
Posts: 1,634
Joined: 3-August 11

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There's was something that always bugged me. Currently, there's three four types of weapons that can proc Bleeding Wound (axes, dagger, sword and wakizashi), while there's only one type of one-handed weapon that proc Penetrated Armor (rapier) and proc Stun (clubs). Can we phase-out or add more variety to balance it? Edit: forgot axes in the mix (IMG:[ invalid] style_emoticons/default/tongue.gif) This post has been edited by Blacksheep_Eldric: Sep 16 2012, 02:06
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Sep 16 2012, 05:11
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amped
Group: Gold Star Club
Posts: 406
Joined: 12-August 10

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QUOTE(Ichy @ Sep 15 2012, 04:34)  Crysfest: Let us reach max Crystal modifier earlier the higher the difficulty setting increases. Also higher Settings means higher Token and Artifact drop rates.
it pretty much sucks to have to do Crysfest on normal just because it is the best to generate Crystals, Artifacts and Tokens.
Crysfest is good for generating tokens? I thought they were super rare outside of arena battles and RoB.
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Sep 16 2012, 06:03
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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Well, yes, but crysfest costs the least stamina. Not that I've ever fallen under 90 anyway:p
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Sep 16 2012, 08:37
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(amped @ Sep 16 2012, 03:11)  Crysfest is good for generating tokens? I thought they were super rare outside of arena battles and RoB.
the stamina cost is low and its also where people are grinding 1000's of rounds an hour This post has been edited by 4EverLost: Sep 16 2012, 18:15
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Sep 16 2012, 10:21
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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Because of that post about weapons, I looked up some stuff. Weapon suggestions: [ en.wikipedia.org] Katar: While I'm not sure how it would be implemented, it would be either a 2h or dual-wield type (one in each hand). It would focus on high Agility/Dexterity, and increase parry (if dual-wield) and/or block (to a much smaller extent, if 2h). Stabbing weapon, procs Penetrated Armor. [ en.wikipedia.org] Kris: A stabbing dagger; basically the same as other daggers, except it MUST be used as a main-hand weapon to proc Penetrated Armor Eh, now that I think about it they are kind of lousy weapons, but I dunno. Maybe they could be decent, if implemented correctly. Also ranged weapons (bows/crossbows), but they've been suggested already.
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Sep 16 2012, 10:31
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MSimm1
Group: Members
Posts: 45,506
Joined: 26-December 09

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QUOTE(amped @ Sep 15 2012, 22:11)  Crysfest is good for generating tokens? I thought they were super rare outside of arena battles and RoB.
Crysfest is also awesome for boosting the round count for artifact drops (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Sep 16 2012, 10:53
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Drksrpnt @ Sep 16 2012, 10:21)  Because of that post about weapons, I looked up some stuff. Weapon suggestions: [ en.wikipedia.org] Katar: While I'm not sure how it would be implemented, it would be either a 2h or dual-wield type (one in each hand). It would focus on high Agility/Dexterity, and increase parry (if dual-wield) and/or block (to a much smaller extent, if 2h). Stabbing weapon, procs Penetrated Armor. [ en.wikipedia.org] Kris: A stabbing dagger; basically the same as other daggers, except it MUST be used as a main-hand weapon to proc Penetrated Armor Eh, now that I think about it they are kind of lousy weapons, but I dunno. Maybe they could be decent, if implemented correctly. Also ranged weapons (bows/crossbows), but they've been suggested already. Why not just bring super rare weapons which can be potentially be better than all the other but because of the rarity you will most likely never get a good one. At my Level i already have about everything so something rare to hunt would bring back a lot of motivation. Naginata: 2hand Bleeder. Up to 35% Bleed damage and 10% higher stats are possible. Droprate = 0,01% of all 2 hand drops. War Hammer: 2hand Stunning weapon. 50% higher base Damage possible. Also bring back Chucks as potentially awesome 1-hand bleeders.
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Sep 16 2012, 10:59
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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The thing is, there's already SO MANY bleeders.
Axe, Shortsword, Dagger, Wakizashi, Longsword, Scythe, Katana.
Having even more would be kind of redundant, in my opinion.
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